// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Wed Oct 28 14:28:39 2026
//
//
// Buffer Definitions:
//
// cbuffer PS_Blur_Constants
// {
//
//   float2 g_xRcpScreenDims;           // Offset:    0 Size:     8
//   float2 g_fBlurRadius;              // Offset:    8 Size:     8 [unused]
//
// }
//
// cbuffer SkinCB
// {
//
//   float4 sk[5];                      // Offset:    0 Size:    80
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_xFilteredClamp_s                sampler      NA          NA    5        1
// g_xScreenTexture                  texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
// PS_Blur_Constants                 cbuffer      NA          NA    2        1
// SkinCB                            cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB2[1], immediateIndexed
dcl_constantbuffer CB13[4], immediateIndexed
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
max r0.x, cb13[3].w, l(0.010000)
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
div r0.x, r1.y, r0.x
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, r1.x
mul r1.yz, v0.xxyx, cb2[0].xxyx
mad r1.x, -r0.x, l(0.500000), r1.y
add r0.xy, r1.xzxx, -cb2[0].xyxx
sample r0.xyzw, r0.xyxx, t0.xyzw, s5
mad r2.xyzw, cb2[0].xyxy, l(-1.000000, 1.000000, 1.000000, -1.000000), r1.xzxz
add r1.xy, r1.xzxx, cb2[0].xyxx
sample r1.xyzw, r1.xyxx, t0.xyzw, s5
sample r3.xyzw, r2.xyxx, t0.xyzw, s5
sample r2.xyzw, r2.zwzz, t0.xyzw, s5
add r0.xyzw, r0.xyzw, r3.xyzw
add r0.xyzw, r2.xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, r1.xyzw
mul r0.xyzw, r0.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
mul o0.xyz, r0.wwww, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 21 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Wed Oct 28 14:28:39 2026
//
// cbuffer PS_Blur_Constants : register(b2)
// {
//   float2 g_xRcpScreenDims : packoffset(c0);
//   float2 g_fBlurRadius : packoffset(c0.z);
// }
//
// cbuffer SkinCB : register(b13)
// {
//   float4 sk[5] : packoffset(c0);
// }
//
// SamplerState g_xFilteredClamp_s_s : register(s5);
// Texture2D<float4> g_xScreenTexture : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = max(0.00999999978, sk[3].w);
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.x = r1.y / r0.x;
//   r0.x = 1 + -r0.x;
//   r0.x = r1.x * r0.x;
//   r1.yz = g_xRcpScreenDims.xy * v0.xy;
//   r1.x = -r0.x * 0.5 + r1.y;
//   r0.xy = -g_xRcpScreenDims.xy + r1.xz;
//   r0.xyzw = g_xScreenTexture.Sample(g_xFilteredClamp_s_s, r0.xy).xyzw;
//   r2.xyzw = g_xRcpScreenDims.xyxy * float4(-1,1,1,-1) + r1.xzxz;
//   r1.xy = g_xRcpScreenDims.xy + r1.xz;
//   r1.xyzw = g_xScreenTexture.Sample(g_xFilteredClamp_s_s, r1.xy).xyzw;
//   r3.xyzw = g_xScreenTexture.Sample(g_xFilteredClamp_s_s, r2.xy).xyzw;
//   r2.xyzw = g_xScreenTexture.Sample(g_xFilteredClamp_s_s, r2.zw).xyzw;
//   r0.xyzw = r3.xyzw + r0.xyzw;
//   r0.xyzw = r0.xyzw + r2.xyzw;
//   r0.xyzw = r1.xyzw + r0.xyzw;
//   r0.xyzw = float4(0.25,0.25,0.25,0.25) * r0.xyzw;
//   o0.xyz = r0.xyz * r0.www;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
